The internal format in this case really just means how the pbuffer's
data will be treated with regard to the texture environment. I.e.,
will the data be treated as having alpha or not.
The real data format of the pbuffer will be inherited from the pixel
format of the context(s) attaching to it. So if you attach a context
with a pixel format that is set up for ARGB 1555, that's what the data
format of the pbuffer will be.
-Ken
On Nov 19, 2004, at 11:07 PM, Justin Hensley wrote:
Are pixel buffers under CGL really limited to only GL_RGB and GL_RGBA?
The documentation current states:
"||internalFormat||
A constant that specifies the new Pbuffer’s internal color format,
which must be either |GL_RGB| or |GL_RGBA|."
Is this still the case? Is possible to create a single channel pbuffer
(instead of only a 3 or 4 channel pbuffer)?
I basically want to render the depth buffer to a pbuffer so I can use
it in a subsequent pass without having to manually copy the depth to a
texture. One way I can think of doing it is allocating a single
channel float pbuffer and then using a fragment program to output the
pixels depth as the fragment color. Is there a better way to do this?
thanks!
-j
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